ITweakPlayerRes: Make use of std::array where applicable

Performs the same changes that were recently applied to ITweakGunRes for
consistency. Also eliminates some sign conversion warnings and
deduplicates some array sizes.
This commit is contained in:
Lioncash 2020-02-28 01:40:46 -05:00
parent 08604d770a
commit 3f3b0e6ba8
1 changed files with 41 additions and 26 deletions

View File

@ -1,5 +1,7 @@
#pragma once #pragma once
#include <array>
#include "ITweak.hpp" #include "ITweak.hpp"
#include "Runtime/IFactory.hpp" #include "Runtime/IFactory.hpp"
#include "Runtime/CPlayerState.hpp" #include "Runtime/CPlayerState.hpp"
@ -20,30 +22,31 @@ struct ITweakPlayerRes : ITweak {
ResId x1c_minesBreakSecondBottomIcon; ResId x1c_minesBreakSecondBottomIcon;
/* N, U, UL, L, DL, D, DR, R, UR */ /* N, U, UL, L, DL, D, DR, R, UR */
ResId x24_lStick[9]; std::array<ResId, 9> x24_lStick;
ResId x4c_cStick[9]; std::array<ResId, 9> x4c_cStick;
/* Out, In */ /* Out, In */
ResId x74_lTrigger[2]; std::array<ResId, 2> x74_lTrigger;
ResId x80_rTrigger[2]; std::array<ResId, 2> x80_rTrigger;
ResId x8c_startButton[2]; std::array<ResId, 2> x8c_startButton;
ResId x98_aButton[2]; std::array<ResId, 2> x98_aButton;
ResId xa4_bButton[2]; std::array<ResId, 2> xa4_bButton;
ResId xb0_xButton[2]; std::array<ResId, 2> xb0_xButton;
ResId xbc_yButton[2]; std::array<ResId, 2> xbc_yButton;
ResId xc4_ballTransitionsANCS; ResId xc4_ballTransitionsANCS;
/* Power, Ice, Wave, Plasma, Phazon */ /* Power, Ice, Wave, Plasma, Phazon */
ResId xc8_ballTransitions[5]; std::array<ResId, 5> xc8_ballTransitions;
ResId xc8_cineGun[5]; std::array<ResId, 5> xc8_cineGun;
float xf0_cinematicMoveOutofIntoPlayerDistance; float xf0_cinematicMoveOutofIntoPlayerDistance;
ResId GetBeamBallTransitionModel(EBeamId beam) const { ResId GetBeamBallTransitionModel(EBeamId beam) const {
int b = int(beam); auto b = size_t(beam);
if (b < 0 || b > 4) if (b >= xc8_ballTransitions.size()) {
b = 0; b = 0;
}
switch (EBeamId(b)) { switch (EBeamId(b)) {
case EBeamId::Power: case EBeamId::Power:
default: default:
@ -60,9 +63,10 @@ struct ITweakPlayerRes : ITweak {
} }
ResId GetBeamCineModel(EBeamId beam) const { ResId GetBeamCineModel(EBeamId beam) const {
int b = int(beam); auto b = size_t(beam);
if (b < 0 || b > 4) if (b >= xc8_cineGun.size()) {
b = 0; b = 0;
}
switch (EBeamId(b)) { switch (EBeamId(b)) {
case EBeamId::Power: case EBeamId::Power:
default: default:
@ -88,40 +92,51 @@ struct ITweakPlayerRes : ITweak {
x18_minesBreakSecondTopIcon = factory.GetResourceIdByName(_GetMinesBreakSecondTopIcon())->id; x18_minesBreakSecondTopIcon = factory.GetResourceIdByName(_GetMinesBreakSecondTopIcon())->id;
x1c_minesBreakSecondBottomIcon = factory.GetResourceIdByName(_GetMinesBreakSecondBottomIcon())->id; x1c_minesBreakSecondBottomIcon = factory.GetResourceIdByName(_GetMinesBreakSecondBottomIcon())->id;
for (int i = 0; i < 9; ++i) for (size_t i = 0; i < x24_lStick.size(); ++i) {
x24_lStick[i] = factory.GetResourceIdByName(_GetLStick(i))->id; x24_lStick[i] = factory.GetResourceIdByName(_GetLStick(i))->id;
}
for (int i = 0; i < 9; ++i) for (size_t i = 0; i < x4c_cStick.size(); ++i) {
x4c_cStick[i] = factory.GetResourceIdByName(_GetCStick(i))->id; x4c_cStick[i] = factory.GetResourceIdByName(_GetCStick(i))->id;
}
for (int i = 0; i < 2; ++i) for (size_t i = 0; i < x74_lTrigger.size(); ++i) {
x74_lTrigger[i] = factory.GetResourceIdByName(_GetLTrigger(i))->id; x74_lTrigger[i] = factory.GetResourceIdByName(_GetLTrigger(i))->id;
}
for (int i = 0; i < 2; ++i) for (size_t i = 0; i < x80_rTrigger.size(); ++i) {
x80_rTrigger[i] = factory.GetResourceIdByName(_GetRTrigger(i))->id; x80_rTrigger[i] = factory.GetResourceIdByName(_GetRTrigger(i))->id;
}
for (int i = 0; i < 2; ++i) for (size_t i = 0; i < x8c_startButton.size(); ++i) {
x8c_startButton[i] = factory.GetResourceIdByName(_GetStartButton(i))->id; x8c_startButton[i] = factory.GetResourceIdByName(_GetStartButton(i))->id;
}
for (int i = 0; i < 2; ++i) for (size_t i = 0; i < x98_aButton.size(); ++i) {
x98_aButton[i] = factory.GetResourceIdByName(_GetAButton(i))->id; x98_aButton[i] = factory.GetResourceIdByName(_GetAButton(i))->id;
}
for (int i = 0; i < 2; ++i) for (size_t i = 0; i < xa4_bButton.size(); ++i) {
xa4_bButton[i] = factory.GetResourceIdByName(_GetBButton(i))->id; xa4_bButton[i] = factory.GetResourceIdByName(_GetBButton(i))->id;
}
for (int i = 0; i < 2; ++i) for (size_t i = 0; i < xb0_xButton.size(); ++i) {
xb0_xButton[i] = factory.GetResourceIdByName(_GetXButton(i))->id; xb0_xButton[i] = factory.GetResourceIdByName(_GetXButton(i))->id;
}
for (int i = 0; i < 2; ++i) for (size_t i = 0; i < xbc_yButton.size(); ++i) {
xbc_yButton[i] = factory.GetResourceIdByName(_GetYButton(i))->id; xbc_yButton[i] = factory.GetResourceIdByName(_GetYButton(i))->id;
}
xc4_ballTransitionsANCS = factory.GetResourceIdByName(_GetBallTransitionsANCS())->id; xc4_ballTransitionsANCS = factory.GetResourceIdByName(_GetBallTransitionsANCS())->id;
for (int i = 0; i < 5; ++i) for (size_t i = 0; i < xc8_ballTransitions.size(); ++i) {
xc8_ballTransitions[i] = factory.GetResourceIdByName(_GetBallTransitionBeamRes(i))->id; xc8_ballTransitions[i] = factory.GetResourceIdByName(_GetBallTransitionBeamRes(i))->id;
}
for (int i = 0; i < 5; ++i) for (size_t i = 0; i < xc8_cineGun.size(); ++i) {
xc8_cineGun[i] = factory.GetResourceIdByName(_GetBeamCineModel(i))->id; xc8_cineGun[i] = factory.GetResourceIdByName(_GetBeamCineModel(i))->id;
}
xf0_cinematicMoveOutofIntoPlayerDistance = _GetCinematicMoveOutofIntoPlayerDistance(); xf0_cinematicMoveOutofIntoPlayerDistance = _GetCinematicMoveOutofIntoPlayerDistance();
} }